Things move, sometimes on purpose. This section is meant to help model what happens when an object is forced to move, through whatever means. Whether it’s a PC throwing a Pokeball, a Machamp kicking a boulder around, or a Mewtwo flinging someone across the horizon, it is covered here.
THE BASICS
Here are some general guidelines to remember:
- The speed an object travels when being forced to move is split into 4 Tiers.
- Objects will become 1 Tier slower every round unless their momentum is maintained. Tier 1 speeds may move up to 270 meters per round, Tier 2 up to 540 meters per round, Tier 3 up to 810 meters per round, and Tier 4 over 810 meters per round.
- If an object is falling, it becomes 1 Tier faster every round up to its terminal velocity, which is determined by its Size category. Creatures may choose to fall 1 Tier faster than their usual terminal velocity, if they are in control of their fall.
Tier | Speed | Example |
1 | 1-100 kmph (1-60 mph) | A sprinting Linoone, throwing a Pokeball, kicking a chair across the room, a Mini/Tiny object reaching terminal velocity |
2 | 101-200 kmph (61-120 mph) | A Gengar shadowmelding, throwing a fastball, a Small/Medium object reaching terminal velocity |
3 | 201-300 kmph (121-180 mph) | A galloping Rapidash, a house during a tornado, a Large/Huge object reaching terminal velocity |
4 | 300+ kmph (180+ mph) | A flying Garchomp, a cannonball fired from a cannon, a Massive/Gigantic object reaching terminal velocity |
Size | Combat Dimensions |
Mini | Less than 1×1 |
Tiny | Less than 1×1 |
Small | Less than 1×1 |
Medium | 1×1 |
Large | 2×2 |
Huge | 4×4 |
Massive | 6×6 |
Gigantic | 10×10 |
COLLISION
- When an object collides with another object, what happens depends on the size and speed of the objects in question.
- Collision Damage is always equal to (Speed Tier x Object Size) x Weight Class, where Object Size ranges from 1-8. Collision Damage is always the same type as the object inflicting damage. If an object is being thrown by a creature, add its ATK stat to the Collision Damage.
- When a heavier object collides with a lighter object, the lighter object continues to travel with the heavier object and takes collision damage. When a lighter object collides with a heavier object, the lighter object stops travelling and takes collision damage unless the heavier object is weak to the lighter object’s type, in which case the lighter object travels through the heavier object and inflicts collision damage onto it. When an object collides into an object of the same Weight Class, it bounces off the object and they both travel half the remaining movement of the colliding object, both taking Collision Damage and resisting it one step.
- When a creature has an object collide with it, it may spend an Interrupt Action to react to it. They may try to stop the object, dodge out of the way, or destroy it. In all cases, the DC is equal to ¼th of the object’s Collision Damage.
- Stopping an object requires an Athletics check. You may add your Power, twice if you have the Superpowered Capability. A Critical Failure means you do not stop the object in any way. A Normal Failure means you stop the object, but suffer Collision Damage. A Normal Success means you stop the object and resist Collision Damage. A Critical Success means you stop the object and take no damage.
- Dodging an object requires an Acrobatics check. A Failure means you do not dodge it. A Normal Success means you may move to the nearest chosen square that the object would not collide with and resist Collision Damage. A Critical Success means you may move to the nearest “safe” square and take no damage.
- Destroying an object requires a Combat check. A Failure means you cannot react in time and the object hits you. A Success means you are able to make a Struggle Attack against the object. If you bring the object below 50% HP, it stops moving and you take no damage. If you do not, then it continues moving and hits you.
FALLING
- Objects that fall and are subject to the forces of gravity take Falling Damage upon impact with an object they cannot pass through. Falling Damage is the same as Collision Damage, except it deals direct, Typeless damage to the object that fell and the object it fell upon. The object it fell upon takes Physical damage instead of direct damage. For every Speed Tier past 1 it is falling, Falling Damage is 1 step more Super Effective, up to being Triply Super Effective at Speed Tier 3.
- For every 5 Falling Damage a creature ends up taking, it suffers 1 extra Injury.
- The Controlled Fall Acrobatics power allows you take Physical damage instead of direct damage when you intentionally fall. Higher Acrobatics Ranks can ignore falling damage entirely.
- You only take falling damage when you end your turn at an altitude lower than where you started, using your starting position as a reference point for damage.
- Falling on a yielding surface lets an object be 1 Tier slower when calculating Falling Damage. Falling onto a volatile surface, such as a bunch of rocks, treats an object as being 1 Tier faster. Objects falling in this manner may be treated as having Tier 5 Speed.
THROWING
- Most creatures have a Throwing Range that determines how far they can throw small items and other things they are holding, most notably Pokeballs. This Capability is equal to (4 + Athletics Rank + Combat Rank) x Tier meters and is multiplied by 10 if you have the Superpowered capability.
- You may throw something you are holding as a Standard Action. You do not need to make any rolls to throw something within your Throwing Range unless you are throwing it at a creature, in which case you make an AC 4 Status Attack.
- Items in your Hand or Accessory slots count as an item you’re holding.
- If you miss with this attack, the object lands on the terrain behind the target harmlessly, and might break depending on what you’re throwing.
- Like all Ranged Attacks, your Throwing Range has Range Increments equal to 1/4th of its maximum range.
- A creature may only safely throw items that are lighter than their Heavy Lifting range.
- If you attempt to throw something that is within your Heavy Lifting range, you take 1 HP Tick of damage per 2 WC of the object. You cannot throw anything heavier than your Heavy Lifting range.
- You may throw something you are holding as a Standard Action. You do not need to make any rolls to throw something within your Throwing Range unless you are throwing it at a creature, in which case you make an AC 4 Status Attack.
- The absolute strongest of creatures have a Throwing Range of 800 meters, which is roughly equivalent to Tier 4 Speeds. A Throwing Range of 540 meters is the threshold for Tier 3 Speeds; A Throwing Range of 270 meters is the threshold for Tier 2 Speeds; Any Throwing Range less than 270 meters is a Tier 1 Speed. Basically, no creature without the Superpowered capability can throw things at faster Speeds than Tier 1.